Elfworld is one of the products I plan on publishing next year. However, its my "vanity project" and that means I'm taking my sweet time with it. So don't hold your breath.

Also, I thought the Elven magic in Orkworld was nicely structured to fit that game. I'm interested to see how it adapts when PCs rather than NPCs have it.

I ran a live action version of Elfworld a few months ago. I wanted to see how the system in my head would work with people who haven't been thinking about it for two years. It went well, but only because I was there answering questions.

In short, elves can do just about anything. As creatures of "living energy" or "life," they mearly expend "Life Points" to accomplish magic. Every Life Point spent gives an elf 1 ten-sided die.

If I want to turn you into a frog, I spend Life. You spend Life to resist the effect. We keep spending Life until someone "calls." Then, we both roll dice and whoever rolls higher wins. I roll higher: you're a frog. You roll higher: my spell fails. There's a minimum Life expenditure for effects, and the Target Numbers look a lot like the list in Orkworld.

Want to change something about yourself? TN 5.Want to change an innatimate object? TN 10.Want to change a non-sentient living creature? TN 20.Want to change a sentient living creature? TN 40.

In other words, I can choose to _not_ resist being turned into a frog, relying on the chance you will either roll low or don't have enough dice to make the roll. Either way, once you spend dice, they're gone forever.

That's pretty much it. There's some rules about your Host (your physical body), building a household (much like the Orkworld system), and huge sections on elf culture, language and all that other stuff.

Oh, and thanks to Eric Wujcik, I've got an _incredible_ character creation system.